/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/


typedef enum {
	DFRM_NONE,
	DFRM_EXPAND,
	DFRM_MOVE,
	DFRM_SPRITE,
	DFRM_TUBE,
	DFRM_FLARE
} deform_t;

typedef struct foliage_s {
	char		model[256];
	float		minDistance;
	float		maxDistance;
	float		density;
	float		odds;
	int			inverseAlpha;

	struct foliage_s *next;
} foliage_t;

typedef struct shaderInfo_s {
	char		shader[256];
	int			surfaceFlags;
	int			contents;

	char		editorimage[256];	// use this image to generate texture coordinates
	char		backMaterial[256];	// material for back side
//	qboolean	globalTexture;		// don't normalize texture repeats

	float		subdivisions;			// from a "tesssize xxx"
	qboolean	origin;				// center of rotating brushes

	deform_t	deform;
	float		deformSize;

	foliage_t	*foliage;

	int			width, height;
} shaderInfo_t;

void LoadShaderInfo( void );
shaderInfo_t	*ShaderInfoForShader( const char *shader );
shaderInfo_t	*ShaderInfoForTerrain( shaderInfo_t *si );
